Character Types

Here at Vault 713, we have a number of character types available beyond the usual witch and wizard you find in the Harry Potter series.  This guide contains a list of the different character types that are available, along with other information for creating your character. If you’re looking for the basic instructions and template for creating a character, however, you’ll want to read the READ FIRST: Creating an Original Character guide before proceeding.

Click on a character type to read more information, or scroll down the page to browse each type.

Centaur • Ghost • Giant or Half-Giant • Goblin or Half-Goblin • Hag • House-Elf

Merfolk • Metamorphmagus • Muggle • Parselmouth • Seer • Squib • Vampire

Veela or Half-Veela • Werewolf • Witch or Wizard

 

Centaur Characters

Physical Basics: Centaurs have the upper torso of a human attached to the body of a horse, around the general area that a horse’s neck and head would be. Because of this, they are very tall and their hair and skin tone are often similar to the color of the horse-half’s coat.

Personality Traits: Centaurs are extremely in-tune with the stars, astrology, and nature. They live in secluded dark, woodland areas such as the Forbidden Forest and are extremely reclusive and distrustful of humans.

Society: Centaurs live in clans or tribes and remain neutral in times of war.

Limits: Centaurs can be of any age, but may not attend school.

Starting Abilities

  • Divination Adept: All centaurs are given the Divination Adept Skill Certification at character creation.
  • Archery: Extremely skilled at archery and bowcrafting for hunting
  • Increased Speed: Centaurs can run or gallop at speeds equal to regular horses

Important Character Creation Points

If you are making a centaur character, please be certain to include the following formation in your character sheet.

  • The location of the clan or tribe your centaur is a part of
  • The position your centaur holds in their clan or tribe

Roleplaying Ideas for Centaurs

Playing a centaur can be different than playing a witch or wizard, but they still have plenty of options! Here are some places you can take your centaur character once they’re created.

  • The Forbidden Forest at Hogwarts has at least one tribe of centaurs, perhaps several!
  • The plains of the United States are home to several Native American-type centaur tribes
  • Centaurs can travel and migrate in packs and are not bound to just one place

 

 

 

Ghost Characters

Physical Basics: Ghosts are transparent beings that are remnants of their physical selves. Their appearance will always be the state they were in upon death – such as Nearly Headless Nick’s slightly-severed head.

Personality Traits: Ghosts have varying personalities, but seem to often be stuck how they were before death or at the time of their death, as we see with Moaning Myrtle. They usually haunt a specific person or place, but can often travel from place to place. They are created due to a person – usually a witch or wizard – having unfinished business before death.

Society: Some ghostly societies exist such as the Headless Hunt, but they primarily exist on their own.

Limits: Ghosts can be any age, but may not attend school or hold professions. Only witches, wizards, muggles, and squibs can become ghosts. Pets and animals cannot.

Starting Abilities

  • Transparency: Can be seen through, but are not entirely invisible
  • Pass Through Solid Objects: Ghosts are able to pass through any object or person at will.
  • Interaction: May speak with anyone, can only physically interact with other ghosts

Important Character Creation Points

If you are making a ghost character, please be certain to include the following formation in your character sheet.

  • How and when your character died
  • The place or person your character haunts

Roleplaying Ideas for Ghosts

Playing a ghost can be different than playing a witch or wizard, but they still have plenty of options! Here are some places you can take your ghost character once they’re created.

  • Haunt any location, muggle or magical, anywhere in the world
  • Drift in and out of threads in a single post or two, the way ghosts did in the books
  • Explore the time in the past before your character died

 

 

 

Giant and Half-Giant Characters

Physical Basics: A full-blooded Giant measures around 20 feet tall. Half Giants exist that are much larger than the average man, but smaller than the average giant. Quarter giants exist, but do not need to be treated as a special character type.

Personality Traits: Giants have varying personalities, but are quick to anger. Half-Giants are generally more even tempered.

Society: Giants live in tribes, usually in mountainous areas far from human society. The strongest giant is the leader of the tribe, referred to as the Gurg. Half-Giants can generally integrate into human society, such as Hagrid or Madame Maxime. Full blooded giants occasionally can be seen wandering into villages to cause destruction – and players are more than welcome to explore this plot option!

Limits: Giants can be of any age, but cannot attend school or hold professions outside of positions in their tribe. Half-Giants may hold professions and may attend some schools.

Starting Abilities

  • Great Strength: Full Blooded Giants are incredibly strong, while half giants are merely stronger than the average human.
  • Violent Nature: Full Blooded Giants are prone to violence at the drop of a hat.

Important Character Creation Points

If you are making a giant character, please be certain to include the following formation in your character sheet.

  • Where your character’s tribe is located
  • What position they hold in their tribe
  • If they are a half-giant, do they have limitations because of their size?

Roleplaying Ideas for Giants and Half-Giants

Playing a giant or half-giant can be different than playing a witch or wizard, but they still have plenty of options! Here are some places you can take your giant or half-giant once they’re created.

  • Half-Giant students may attend several different schools
  • Half-Giants may roleplay or explore anywhere that witches and wizards can
  • Giant tribes have been known to set up camp in mountainous areas
  • Giants can show up in small towns near their tribes to ravage them at any time

 

 

 

Goblin and Half-Goblin Characters

Physical Basics: Goblins are short in stature, usually no more than three feet tall, with long fingers and feet, pointed ears and dark skin. They often have long beards or are balding. Half-Goblins are usually a little taller than Goblins and only show the dark skin or pointed ears. Full blooded Goblins have their own powerful magic.

Personality Traits: Goblins are usually distinctively good or evil, but often remain neutral in times of war. They highly believe in revenge, the more dangerous the better, on those who commit wrongdoings against them.

Society: Goblins often revolt against humans, but often hold professions that serve them in some way. Most goblins are employed at branches of Gringott’s Wizarding Bank around the globe where they guard and mint currency. Many goblins are also skilled crafters, with an innate knack for blacksmithing, silversmithing, and similar professions. Half-Goblins are usually integrated into wizarding society as regular wizards with little to no mention of their Goblin blood.

Limits: Full blooded Goblins can be of any age, but may not attend school or own a wand. They may have any profession, but most are employed as crafters or for Gringotts. Half-Goblins may be of any age and have any profession, and may hold a wand as they are considered to be among wizards. Half-Goblins may attend many wizarding schools with the knowledge that they are not more powerful than their wizard peers, though some schools do frown upon those of even partial goblin blood.

Starting Abilities

  • Crafting: Goblins and Half-Goblins are inherently skilled at metalcrafting and casting.
  • Gobbledegook: Fluent in the language of Gobbledegook. Half-Goblins may learn it from goblin relatives.
  • Wandless Magic: Can perform simple wandless magic such as security spells and crafting enchantments.

Important Character Creation Points

If you are making a goblin or half-goblin character, please be certain to include the following formation in your character sheet.

  • Where your character’s goblin lineage came from
  • Any limitations they have due to their size

Roleplaying Ideas for Giants and Half-Giants

Playing a goblin or half-goblin can be different than playing a witch or wizard, but they still have plenty of options! Here are some places you can take your goblin or half-goblin once they’re created.

  • Half-Goblin students may attend many magical schools
  • Half-Goblins can roleplay in any location that witches or wizards can
  • Goblins typically are employed by Gringotts or forgers of magical artifacts, such as swords
  • Goblins also do well as explorers or other hobbies that may take them around the globe

 

 

Hag Characters

Physical Basics: Hags resemble older women with grotesque features, not unlike ‘fairy tale’ witches from muggle stories. They are a bit larger than the average human female. They have a brand of magic not unsimilar to wizards, but do not require a wand to use it. Hags are incapable of stronger spells such as the unforgivable curses and apparation, but their ability to cast spells without speaking makes them a viable threat. Hags can live to be as old as 200 and seem to reach mature age around 100, though little is known of their origins.

Personality Traits: Thought to be truly evil, Hags are reclusive and seem to care little about the feelings of others. They are by and large emotionless and include gruesome delicacies such as children and raw liver among their diet.

Society: Hags have a secluded society of their own, but often dwell not far from human settlements, sometimes in primitive dwellings such as caves. They can often be seen in Knockturn Alley or Hogsmeade and have been known to interact with humans, sometimes peacefully, as they require access to many resources the magical community has to offer such as apothecaries. Hags have been known to appear as their younger selves to seduce young men, either to kill them or use them for breeding.

Limits: Hags are not permitted to be students, as they are considered beings. For this reason we ask that all hag characters be at least 50 years of age in their primary era, which also takes into account their extended life span.

Starting Abilities

  • Wandless Nonverbal Magic: Can perform all magic without a wand, and most magic without speaking
  • Shapeshifting: The ability to appear as a younger or older version of themselves for up to one hour at a time
  • Herbalists: Hags are exceptionally skilled with identifying and using magical plants

Important Character Creation Points

If you are making a hag character, please be certain to include the following formation in your character sheet.

  • Hags do not mature until around age 100, so those around age 50 are equivalent to a teenager

Roleplaying Ideas for Hags

Playing a hag can be different than playing a witch or wizard, but they still have plenty of options! Here are some places you can take your hag once they’re created.

  • Hags who are more social may work in areas such as Knockturn Alley
  • Hags who are more secluded can make a home anywhere in the world
  • Wandering into nearby villages to lure off children for dinner

 

 

House Elf Characters

Physical Basics: House Elves are small creatures with bat-like ears and enormous eyes. They do not appear very strong, but have a powerful magic all their own. They are usually seen wearing things like rags, tea cozies, and pillow cases as house elves are not permitted to own clothes.

Personality Traits: Extremely loyal to the families they serve, house elves will go to any means to please their masters, even if it involves self harm. Their personalities otherwise vary.

Society: House Elves are generally only employed by wealthy families, most often only one to a family. Some larger buildings employ more, such as Hogwarts with over a hundred elves employed in the kitchens. House elves are forever enslaved to their families unless freed by gift of an article of clothing.

Limits: House Elves may be of any age, but may not attend school. They are only allowed servant-type professions, but it is not mandatory that they are employed at all, as free elves do exist.

Starting Abilities

  • Apparation Adept: All House Elves are given the Apparation Adept skill at character creation
  • Basic Wandless Magic: Primarily used for cooking and cleaning charms and enchantments

Important Character Creation Points

If you are making a house elf character, please be certain to include the following formation in your character sheet.

  • Whether or not the house elf is free or enslaved
  • Who the house elf is employed by, if they are not freed

Roleplaying Ideas for House Elves

Playing a house elf can be different than playing a witch or wizard, but they still have plenty of options! Here are some places you can take your house elf once they’re created.

  • Many house elves are/can be employed by magical schools such as Hogwarts and Durmstrang.
  • Being tied to wealthy families, house elves are able to live anywhere in the world.
  • House elves may be sent on long or short errands to places such as Hogsmeade or Diagon Alley.

 

 

Merfolk Characters

Physical Basics: Merfolk appear humanoid from the waist up except for their fish-like faces; their skin is grey-ish and their eyes are big and yellow. From the waist down they have a silver fish body ending in a fin.

Personality Traits: Personalities vary, though merfolk are extremely intelligent and have a great love for music and song.

Society: Despite the fact that merfolk must live underwater, they have extremely developed societies similar to human societies, and often keep grindylows as pets. It is believed that they have entire underwater cities in some regions.

Limits: Merfolk may be of any age, but may not attend school or hold normal human professions. They may hold professions amongst their own society, however. They may communicate in English while underwater if they desire.

Starting Abilities

  • Underwater Breathing: Merfolk primarily exist underwater, but can breathe normal air for short periods of time
  • Mermish: Fluent in the merfolk language, their voices sound like screeching above water

Important Character Creation Points

If you are making a mer-person, please be certain to include the following formation in your character sheet.

  • Location of your mer-person’s tribe or community
  • Position your mer-person holds in their society, as they often exist in a monarchy with royals and kings

Roleplaying Ideas for Merfolk

Playing merfolk can be different than playing a witch or wizard, but they still have plenty of options! Here are some places you can take your mer-person once they’re created.

  • There are many merfolk in the Black Lake at Hogwarts
  • Any body of water such as a sea, ocean, and lake is likely to have at least a small merfolk population
  • Merfolk can swim across oceans to travel along the Atlantic and visit the Americas from Europe

 

 

Metamorphmagi Characters

Physical Basics: Metamorphmagi are regular witches, wizards, or squibs who have the ability to change their appearance at will. They can only change their appearance to be human-like or that of another person, not to be animal like. The ability takes a wide variety of forms allowing the person to change their gender, age, race, and other traits, or even just change a small aspect of their appearance such as having a different nose or hair color. Their ability to morph can be affected by the character’s mood. This ability must be inherited from a relative, as the character is born with it.

Limits: Metamorphmagi must be at least age 17 in their primary era. This ability can be added to younger characters after character creation.

Important Character Creation Points

If you are making a metamorphmagus, please be certain to include the following information in your character sheet.

  • Your character’s original appearance, or how they look when not changing their appearance
  • How their mood affects their ability to change or keep from changing

Roleplaying Ideas for Metamorphmagi

Playing a metamorphmagus can be different than playing a witch or wizard, but they still have plenty of options! Here are some places you can take your metamorphmagus once they’re created.

  • A metamorphmagus on the run could change their appearance at will to start a new life
  • Living a double life with a different appearance around certain people
  • Working in the fashion industry as an important style icon

 

 

Muggle Characters

Physical Basics: Muggles are people with no magical abilities nor any knowledge of the wizarding world existing. Of course there is an exception to every rule. Your muggle doesn’t have to be 100% oblivious to the magical world: maybe they have a relative who is magical or gave birth to a magical child. Muggles are just as versatile as magical chars, and without them we wouldn’t have many of our favorite wizarding characters. They have varying personalities.

Limits: Muggles are limited to only non-magical positions. They are only able to hold positions in the muggle world.

Important Character Creation Points

If you are making a muggle, please be certain to include the following information in your character sheet.

  • If they have knowledge of the wizarding world, you must include which family member gave them this knowledge.

Roleplaying Ideas for Muggles

Playing a muggle can be different than playing a witch or wizard, but they still have plenty of options! Here are some places you can take your muggle once they’re created.

  • Muggles can attend or be employed at Smeltings School for Boys
  • Muggles can live, travel, and visit all over the world
  • Your muggle character does not need to have ties to the wizarding world and can play all on their own

 

 

Parselmouth Characters

Physical Basics: Parseltongue is the language of snakes; to a human who cannot speak it, it sounds like hissing without taking a breath. A speaker of Parseltongue is referred to as a Parselmouth. It is an extremely rare and dangerous ability that allows one to communicate with and control snakes and similar reptiles, however they can only control the animal if it is susceptible or easily convinced to follow the parselmouth’s commands. This ability must be inherited from a family member, as the character is born with it.

Limits: Parselmouths must be age 17 and older, though the parselmouth ability can be added to existing younger characters. A parselmouth must be a pureblood witch or wizard, or a squib from a pureblood family. Due to the rarity of the ability and it’s presence in canon parselmouths are also not allowed to be currently living in or be from the United Kingdom or Ireland.

Important Character Creation Points

If you are making a parselmouth, please be certain to include the following information in your character sheet.

  • How your character feels about being a parselmouth and the stigma behind it
  • How your character first learned of their ability if they are aware that they have it

Roleplaying Ideas for Parselmouths

Playing a parselmouth can be different than playing a witch or wizard, but they still have plenty of options! Here are some places you can take your parselmouth once they’re created.

  • Working or exploring with the Wizarding Expedition Society
  • Using their talent to gain followers in Founder’s Era
  • Living their life entirely according to ‘what the snakes tell them’

 

 

Seer Characters

Physical Basics: Seers are regular witches, wizards, or squibs who have the ability to make prophecies or predictions about the future by seeing with the Inner Eye. Prophecies are recorded and stored in the Hall of Prophecies in the Ministry of Magic’s Department of Mysteries. A lot of people are extremely skeptical of the abilities of seers, as such any predictions made won’t necessarily be accepted as the truth. Also not all predictions are very clear, nor are they precise.

Limits: Seers must be age 17 and older. Younger seers are allowed only at Blessed Isis and must be at least age 14, or the ability can be added after character creation. The seer ability must have been inherited from a family member.

Important Character Creation Points

If you are making a seer, please be certain to include the following information in your character sheet.

  • Which family member in your character’s family was a seer for them to inherit the ability
  • How they first discovered their seer abilities, if they are aware of the ability

Roleplaying Ideas for Seers

Playing a seer can be different than playing a witch or wizard, but they still have plenty of options! Here are some places you can take your seer once they’re created.

  • Sorting or inspecting all incoming prophecies for the Ministry of Magic
  • Experiencing a sudden, unexpected prophecy
  • Trying out different forms of divination to see if they bring you more in touch with your inner eye

 

 

Squib Characters

Physical Basics: Squibs are born of two magical parents but have no magical ability. As they do not have any magical ability they are denied having a formal magical education even though they live in the magical world. Being a Squib is looked down upon by many wizarding societies (namely by those who call themselves Purebloods), so many who have this fate may find it difficult to maneuver in society. They have varying personalities. A child of one wizarding parent and one muggle parent is considered to be a muggle.

Limits: Squibs are limited to only non-magical positions. They may be able to hold positions that don’t require magical ability in the wizarding world as well as all available positions in the muggle world if they choose.

Important Character Creation Points

If you are making a squib, please be certain to include the following information in your character sheet.

  • How your character deals with being a squib and the stigma surrounding their lack of magic

Roleplaying Ideas for Squibs

Playing a squib can be different than playing a witch or wizard, but they still have plenty of options! Here are some places you can take your squib once they’re created.

  • Squibs can attend or work at Smeltings School for Boys, or another local muggle institution
  • Squibs can move freely between the wizarding and muggle worlds as long as they have assistance
  • Squibs are considered less noteworthy in Founders Era and are treated as normal people

 

 

Vampire Characters

Physical Basics: Vampires are creatures who have been bitten by another vampire and have, in return, drank that vampires blood to become one themselves. A vampire’s abilities are determined by their sire’s bloodline, and their appearances may vary wildly.

Limits: Vampires may be of any age, but may not be students. They may hold professions but must keep in mind the ministry regulations when considering employment. Muggles, Squibs, Witches, and Wizards may all become vampires, however Witches and Wizards lose their ability to cast spells and are not permitted to carry wands..

Important Character Creation Points

If you are making a vampire, please be certain to include the following information in your character sheet.

  • How and when your character was turned
  • Whether or not they hold any ties to their sire and/or others of their bloodline
  • How their life has changed since becoming a vampire
  • Any restriction to their profession due to becoming a vampire.

You will also need to read the full Vampire Information Page to choose a bloodline and abilities.

Roleplaying Ideas for Vampires

Playing a vampire can be different than playing a witch or wizard, but they still have plenty of options! Here are some places you can take your vampire once they’re created.

  • Vampires can roleplay anywhere in the world. Very old ones are likely to wander and to be alive in multiple eras.
  • Different vampires are drawn to different types of prey, and you can roleplay feeding at any time.
  • A vampire might need to be creative with getting around ministry restrictions.

Extra Character Sheet Questions for Vampires

Please include the following formation in your character sheet.

[b]Bloodline:[/b]
[b]Bloodline Abilities:[/b]
[b]Basic Ability #1:[/b]
[b]Basic Ability #2:[/b]

 

 

Veela and Half-Veela Characters

Physical Basics: Veela are enchanting bird-like creatures appearing as beautiful women who have the ability to send nearby men into a daze and turn all eyes on her. Men can become so enchanted that they are completely unaware of their surroundings upon seeing a Veela, as it goes beyond the usual beauty. They are usually seen with silvery-blonde hair and birdlike features. Though it is unknown if a veela’s natural state is that of a humanoid-bird form or in human form, they are most often disguised as humans, allowing the humanoid-bird form to show only in times of extreme anger. Half-Veela are extremely beautiful as well, but do not have the same level of charm as full Veela.

Personality Traits: Full Veela and Half Veela both are quick to anger, moreso with Full Veela. They can be rather full of themselves due to constantly being fawned over. Otherwise personalities vary.

Society: Veela are mostly integrated into wizarding culture, but are often found around high society types. Some societies and communities for veela and their spouses do exist, and some tribal veela cultures can be found in remote areas.

Limits: Veela and Half-Veela may be of any age and hold any profession. Veela and Half-Veela alike may be student characters, but must be at least age 14 and may only attend certain schools. Only female characters may have veela traits, male relatives of veela may simply have a more attractive appearance than their peers but would have none of the veela abilities.

Starting Abilities

  • Stunning Appearance: Veela, and half-veela to some extent, are more attractive than the average woman
  • Charm: The ability to attract the attention of nearby males, so severely that they may be completely unaware of their surroundings
  • Bird Form: Takes on a humanoid bird form in times of extreme anger: feather-like hair and skin, more pointed nose, higher pitched voice, and other birdlike traits. They do not fully turn in to a bird.

Important Character Creation Points

If you are making a veela or half-veela, please be certain to include the following information in your character sheet.

  • The strength of their charm, as it is weaker for a half-veela than for a full veela
  • Whether or not the veela is easily angered or if it takes a lot to reveal their bird form
  • How the character deals with the abilities and stigma of being a veela

Roleplaying Ideas for Veela and Half-Veela

Playing a veela or half-veela can be different than playing a witch or wizard, but they still have plenty of options! Here are some places you can take your veela or half-veela once they’re created.

  • Some veela may find it beneficial to tap in to their birdlike traits by working with magical creatures
  • While many veela might welcome the attention, others might be uncomfortable by going out in public
  • Many businesses would be thrilled to employ a veela to help bring in customers

 

 

Werewolf Characters

Physical Basics: Werewolves are creatures who have been bitten by another werewolf who was transformed at the time. Silver has no special effect on werewolves, nor do they possess any special regenerative abilities, according to JK Rowling’s canon. Transformations for werewolves are incredibly painful and occur at the full moon, causing the wolf to actively seek humans as prey. They can be satiated by only the Wolfsbane Potion, which allows the wolf to be of rational mind upon transformation.

Personality Traits: Personalities vary between werewolves, but many are known to be irritable before and after the full moon. Many werewolves who have seen many years of transformations can also be more aggressive while in their human form.

Society: Werewolves exist in packs and often wage territory wars with other packs. Some exist solitary from the packs. Werewolves are generally swayed towards supporting the dark arts and it’s supporting groups.

Limits: Werewolves must be at least age 15, and may not be attending school – those werewolves under age 17 must be muggles, though adult werewolves can be muggles, witches, wizards, or squibs. Werewolves must be created by being bitten by a werewolf, children of werewolf parents do not inherit their werewolf traits

Starting Abilities

  • Enhanced Senses: Stronger sense of touch, taste, smell, hearing, and sight.
  • Resistant Hide: While transformed, spells cast on the werewolf are much more likely to fail.
  • Infecting Bite: Can turn humans to werewolves by biting them.
  • Large Size: Slightly larger in size than a normal wolf.

Important Character Creation Points

If you are making a werewolf, please be certain to include the following information in your character sheet.

  • How and when your character was bitten
  • What their first transformation was like
  • How their life has changed since becoming a werewolf
  • Any restriction to their profession due to being or becoming a werewolf

Roleplaying Ideas for Werewolves

Playing a werewolf can be different than playing a witch or wizard, but they still have plenty of options! Here are some places you can take your werewolf once they’re created.

  • Werewolves are forced to register with the Ministry of Magic, but some may be on the run
  • Even though transformations only occur once a month in game, you can start those threads at any time
  • Wolfsbane potion is expensive and hard to brew, so many werewolves go to great lengths to procure it

 

 

Witch and Wizard Characters

Physical Basics: Witches and Wizards are people with magical abilities. They come into their abilities by the time that they are ready for their formal magical education to begin. Their first sign of magic is normally in an unexpected way, such as when one feels really angry and then an inanimate object around them levitates and bursts into pieces. Anger doesn’t always have to spark ones magical ability to present itself, any intense feeling will do. Among all witches and wizards there are different bloodlines, Purebloods, Half-bloods, and Muggle-borns. Purebloods which are wizards and witches only marry between themselves, often resulting in interrelated families. Half-bloods are witches or wizards that have a muggle somewhere in their family tree, which may or may not be a parent. Muggle-borns are witches or wizards born from a muggle family, but likely have magical heritage somewhere in their family line.

Limits: Witches and wizards are able to hold any available job from the Business Directory. While they are powerful beings there are some restrictions to magic usage, such as bringing someone back from the dead

Additional Character Types for Witches and Wizards

Founders Era: If your character is unemployed or as an alternative to choosing an employer from the Business Directory, you may choose to have one of the following types added to their account: noble, peasant, vagabond. If you do not choose one of these, the most appropriate one will be assigned for you. Characters with jobs will not be given one of these distinctions.

Expedition Era: If your character is unemployed or as an alternative to choosing an employer from the Business Directory, you may choose to have one of the following types added to their account: aristocrat (ages 26+), drifter, driver, farmer, factory worker, homemaker, steward, young adult (ages 17-25). If you do not choose one of these, the most appropriate one will be assigned for you. Characters with jobs will not be given one of these distinctions.

Marauder, Golden, Reformation, and Legacy Eras: If your character is unemployed, you may choose to have one of the following types added to their account: aristocrat (ages 26+), drifter, homemaker, steward, young adult (ages 17-25). If you do not choose one of these, they will be listed as simply unemployed. Characters with jobs will not be given one of these distinctions.

Please note that witches and wizards who participate in criminal activity, organized or otherwise, will be given tags that reflect their primary and/or legal position or status. If your character would not introduce themselves to an officer of the law or government official using the occupation that they have chosen, then it is not considered a career.

Important Character Creation Points

If you are making a witch or wizard, please be certain to include the following information in your character sheet.

  • How your character first discovered or displayed their magical abilities
  • If they are a student, how they ended up at the school they are or were enrolled in
  • If they are claiming to be a pureblood, there must be evidence of intermarriage within their family

Roleplaying Ideas for Witches and Wizards

Playing a witch or wizard can be different than playing a witch or wizard, but they still have plenty of options! Here are some places you can take your witch or wizard once they’re created.

  • Witches and wizards can attend one of several schools, or have forgone a formal education
  • Thanks to the floo network, apparation, and other transportation, witches and wizards can easily see the world
  • Witches and wizards live to be very old and can easily be alive and active in multiple eras

 

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